I’ll alt tab out of the game and it will be 60fps for 10 seconds and then it drops back down to crappy fps
The CPU/GPU ultilization is balls when this happens. My rig isn’t terrible neither. 10900k, 4070, 32gbs of ram. I got the game running off a NVME gen 3 drive. Like but inside my base it’s 30fps or lower.
Yep. I agree. Having a clear Loot-Goblin ancestry myself, I do find my fps and memory fail crashes only start kicking in after prolonged stock-stores. A while back I ‘tested’ this by moving ALL my storage items well away from my base. It could have been purely coincidence, but I found being in the base (quite large) had a much lower rate than when I ran across to when the storage stash started res-ing in. Huge spike. Now I just try to keep my stored stocks as low as possible and not clustered together. Hard to do as anyone sharing my Loot-Goblin ancestry (thanks Granny)
Could be the private server you’re on. But ya, storage, flame animations, thrall bench animation, post processing, shadows, all eats fps. I try to avoid torches, and wish bench thralls would take a break when done.
I recently went for a troubleshoot around my own base in SP and found the thralls on my crafting benches were causing significant frame drops. Probably 10ish of them working away to cause it, which is actually crazy tbh. About 30ish meters out from them and everything’s smooth on Ultra, at 60fps. Taking them all out I was getting 55fps at the heaviest areas instead of 30-35ish.
I’ve heard if you enable it in SP, then load a server it stays up. Haven’t tested myself.
Pretty much yeah. As much as I love CE, it is poorly optimised, no denying that.
Some of it stems from the engine reaching its limits, which literally can’t be fixed, and some stems from technical debt and rocky development. The later can be fixed, but it’d take a tremendous amount of time and effort. Which costs money. Pretty much building the game again from the ground up.
If you’re getting lag, and you’re not CPU-bound or GPU-bound, then it’s I/O. And that, in this case, means network. As others pointed out, having lots of storage containers is the usual culprit, because the server has a lot of data to send to the client.
Follower limit formula for official servers is 50 per clan + 15 per clan member. And that’s the soft limit. The hard limit is 100 over the soft limit.
This means that they’re either in a 4-player clan, or they used temporary clanning to go over the soft limit.
The debug HUD overlay can be activated in single-player and it stays on for the rest of the session, unless you turn it off in single-player. However, the only thing it shows is the ping. Server FPS is absent, and so is the number of connected players.
It’s not about the code that stores them. It’s about sending a bunch of data over the wire. And my guess is that the problem isn’t the amount of stuff you have in those containers. It’s having so many containers in the first place. I believe that the overhead of sending the inventory for each one of them adds up.
That might be true. However, if I’m right about the underlying cause of the problem, optimizing that would be Really Fuсking Hard™